Player Name: Shizuochan
Character Name: Boomer-Lad
Power Level: 10 (150 PP)
Trade-Offs: +5 Attack/-5 Damage
Unspent Power Points: 0
In Brief: Disavowed playboy spy turned aspiring cape; self-centered, self-defeating, armed with boomerangs and spy skills.
Residence: Downtown, Freedom City
Base of Operations: N/A
Catchphrase: “Lad. Boomer-Lad.”
Alternate Identity: Sidney Cole
Identity: Public
Birthplace: Sydney, Australia
Occupation: Former Spy, Currently Unemployed Heir
Affiliations: Free Agent
Family: Randall Cole (Father), Martha Cole (Mother), Sophia Cole (Sister), Margo Thewlis (Ex-Wife)
Description:
Age: 27
Apparent Age: As above.
Gender: Male
Ethnicity: Caucasian
Height: 6’1
Weight: 196 lbs
Eyes: Green
Hair: Dirty-Blonde
Description: Sidney Cole is a man blessed with natural good looks, and presents himself as such. Short, dirty-blonde hair is left unkempt, while his face is constantly slack, an easy - empty - grin plastered upon tanned skin. Sidney is a man of high fashion - tailored black suits, jewellry and fancy watches. A life of military training lends a compact, rigid strength to Sidney’s lean form, toned and responsive.
As Boomer-Lad, there are a few deliberate decisions made in regards to his costume. Not a flyer, he nonetheless has ‘wings’ which are meant to emulate the two halves of a boomerang, adding to the mnemonic nature of symbolism. The camouflage patterning is meant to call-back to his days as military, while his mask does little to conceal his photogenic face.
Power Descriptions:
Sidney Cole does not have powers, but is a capable physical fighter and former spy. As Boomer-Lad, his ‘powers’ of choice are loaded into his twin boomerangs Lassie and Sassy, and his impressive prowess with them. The boomerangs themselves are technologically-augmented with a variety of utilities; grapple-hook, smoke/flashbomb capabilities, and even the ability to interface with technology.
History:
It’s not a lie that Sidney Cole was born in Australia.
That he was born and raised there? A definite lie.
Born to wealthy American world-travellers, Sidney Cole found himself latching unto the stereotypical perception of Australians in his school days. Assuming a rugged, carefree persona and a (truthfully awful) faux Australian-accent, Sidney Cole managed to maintain popularity and a spot on the quote-on-quote ‘high council’ of high-school social politick. And that suited him just fine.
Sidney Cole’s enlisting with the army - to the chagrin of his worried parents - also stemmed from his need for respect. When the Graduation ceremony came to pass, he received the loudest applause of all, receiving thanks from strangers for ‘service’ that he had not even given. This pathological need for respect informed his behavior once enlisted - he excelled, despite having no real care for the military life, no real love for his country.
That his recruitment into a Secret Agency was almost entirely predicated by a resolve and thirst for perfection driven by a need for respect was… admittedly not too unusual. Well-trained, naturally athletic, and with superb coordination, Sidney Cole made a fine agent. Only problem was: being a fine agent led to less fanfare than he was accustomed to.
Cloak and daggers - not his favorite. And so, Sidney Cole transitioned from dedicated agent to flamboyant playboy, wannabe James Bond, with predictable results: he transitioned from exceptional performer to unabashed failure. Having become reckless, and self-destructive, Sidney Cole was recalled from assignment, and promptly removed from service.
From the ashes of the lost agent emerged Boomer-Lad, a ‘hero’ cultivated to attract fanboy and fangirl alike - the smoldering Australian vibe, the wanton playboy magnetism, and boomerangs to serve as his symbol.
And also stereotypical Australian symbolism. Again.
Personality & Motivation:
Doing good feels good, but being recognised for it is so much better. That ‘fact’ is the crux of Sidney Cole, a man capable of forethought, surprising intelligence and intense deliberation, but so obsessed with fame and glory that it carries over into the realms of self-sabotage. A need to be recognised as great at every turn of his life pervades all aspects of his life; a formerly trained stealth operative, Sidney will outright take sub-optimal (and inevitably gaudy) courses of action if it gives him a moment in the spotlight.
Powers & Tactics:
Sidney knows all the core fundamentals and tenets of a well-planned operation; casing the scene, making note of enemy tendencies and weaknesses, and exploiting them while exposing oneself to minimal risk. Too bad that’s not the way he handles business nowadays.
Boomer-Lad will challenge dark wizards and fire-breathers alike, counting on feats of acrobatics and trick-boomeranging to subdue villains in stylish fashion. His two trusted boomerangs, Lassie and Sassy, have a variety of tricks and gimmicks to them, which can be used in a variety of situations.
Complications:
Reputation: Amongst heroes, Boomer-Lad is known as a poseur, a glory-hog. Otherwise, he also has negative repute due to the nature of his removal from military service.
Addiction: Sidney Cole thrives off adoration - to that end, his fighting style and hero image are all cultivated to elicit oohs and aahs. He will forego obvious solutions if a chance for a ‘highlight reel play’, so to speak, presents itself.
Abilities: 4 + 12 + 6 + 4 + 4 + 8 = 38PP
Strength: 14 (+2)
Dexterity: 22 (+6)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 18 (+4)
Combat: 26 + 10 = 36PP
Initiative: +6
Attack: +13 Melee, +15 Attack Focus) Ranged
Grapple: +15
Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed
Knockback: -1/-2
Saving Throws: 2 + 1 + 3 = 6PP
Toughness: +3/5 (+3 Con, +2 [D. Roll])
Fortitude: +5 (+3 Con, +2)
Reflex: +7 (+6 Dex, +1)
Will: +5 (+2 Wis, +3)
Skills: 92R = 23PP
[Acrobatics] [5] +11
[Bluff] [7] +11
[Computers] [3] +5
[Disable Device] [5] +7
[Disguise] [4] +8
[Drive] [2] +8
[Escape Artist] [4] +10
[Gather Information] [5] +9
[Investigate] [5] +7
[Knowledge: Current Events] [5] +7
[Knowledge: Streetwise] [4] +6
[Language: Mandarin, Russian, French, Spanish, Japanese, Korean] [6]
[Notice] [4] +6
[Pilot] [4] +10
[Profession: Spy] [4] +6
[Search] [5] +7
[Sense Motive] [5] +7
[Sleight of Hand] [5] +11
[Stealth] [4] +10
[Survival] [4] +6
[Swim] [2] +4
Feats: 31PP
Ambidexterity
Attack Focus (Ranged) 2
Benefit 2 (Wealth) Defensive Roll 2
Dodge Focus 10
Equipment 8
Improved Aim
Improved Critical (Boomerang)
Improved Ranged Disarm
Quick Draw
Ranged Pin
Skill Mastery (Bluff, Disable Device, Profession: Spy, Sense Motive)
Powers/Equipment: 16 + 0 + 0 = 16PP
(Feats: Equipment 8; 45)
Device 5 (Trick Boomerangs “Lassie” and “Sassy”; 25 pp device, Flaws: Easy to lose, Modifiers: Multiple Object 1) [16PP] (metal boomerang, technology, training)
Boomerang Array (18 PP array, Power Feats: Alternate Power 6) [24DP]
Base Power: Blast 3 (Basic Throw; Power Feats: Homing 1, Ricochet 2) [9PP] (boomerang, training)
AP: Super Movement 4 (Mode: Grapplerang; Slow Fall, Swinging, Wall-Crawling 2) [8PP] (boomerang with grapple-line, training)
AP: Datalink 2 (Mode: Remote-a-Rang; Radio Communication Based; Power Feats: Machine Control) [3PP] (boomerang, technology; one boomerang remote controls what the other boomerang is linked to)
AP: Dazzle 5 (Mode: Bang-a-Rang; Visual Senses) [10PP] (boomerang, light-based/flashbang, training)
AP: Deflect 5 (Deflecting Throw, Slow and Fast Projectiles; Extras: Ranged) [15PP] (boomerang, training)
AP: Obscure 6 (Mode: Smoke-a-Rang; visual and olfactory, 250’ radius) [18PP] (boomerang, smoke-bomb, training)
AP: Trip 5 (Power Feats: Homing 1, Ricochet 2) [8PP] (boomerang, training)
Equipment
“The Lad-Mobile”
As armored car (Strength: 35, Speed: 5, Defense: 8, Toughness: 12, Huge) [11EP]
Powers: Flight 5 (250 mph; rocket thrusters) [10EP]
Features: Alarm, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smokescreen [7EP]
[Total: 28EP]
“The Lad-Pad”
As Skyscrapers (5 floors).
Size: Large. Toughness: 10. Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. [16 EP]
Drawbacks: (-0) + (-0) = -0PP
Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]
Example:
Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]
Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.
DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 17 Toughness Damage (Physical)
Boomerang Toss Ranged DC 20 Toughness Damage (Physical)
Dazzle Ranged DC 16 Reflex/Fortitude Blinded
Trip Ranged Opposed Rank 5 vs Dex Prone
Totals: Abilities (38) + Combat (36) + Saving Throws (6) + Skills (23) + Feats (31) + Powers (16) - Drawbacks (0) = 150/150 PP